rotated 424 modules/games/gui_tetris.c int rotated[4][4]; /* temporary array to hold rotated cells */ rotated 433 modules/games/gui_tetris.c setMatrixCells(&rotated[0][0], 4, 4, EMPTY_CELL); rotated 442 modules/games/gui_tetris.c rotated[game->fallingBlock.size - j - 1][i] = game->fallingBlock.cells[i][j]; rotated 446 modules/games/gui_tetris.c rotated[j][game->fallingBlock.size - i - 1] = game->fallingBlock.cells[i][j]; rotated 455 modules/games/gui_tetris.c if (rotated[i][j] != EMPTY_CELL) rotated 475 modules/games/gui_tetris.c game->fallingBlock.cells[i][j] = rotated[i][j];